xref: /dragonfly/games/rogue/use.c (revision 279dd846)
1 /*-
2  * Copyright (c) 1988, 1993
3  *	The Regents of the University of California.  All rights reserved.
4  *
5  * This code is derived from software contributed to Berkeley by
6  * Timothy C. Stoehr.
7  *
8  * Redistribution and use in source and binary forms, with or without
9  * modification, are permitted provided that the following conditions
10  * are met:
11  * 1. Redistributions of source code must retain the above copyright
12  *    notice, this list of conditions and the following disclaimer.
13  * 2. Redistributions in binary form must reproduce the above copyright
14  *    notice, this list of conditions and the following disclaimer in the
15  *    documentation and/or other materials provided with the distribution.
16  * 3. Neither the name of the University nor the names of its contributors
17  *    may be used to endorse or promote products derived from this software
18  *    without specific prior written permission.
19  *
20  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
21  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
22  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
23  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
24  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
25  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
26  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
27  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
28  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
29  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
30  * SUCH DAMAGE.
31  *
32  * @(#)use.c	8.1 (Berkeley) 5/31/93
33  * $FreeBSD: src/games/rogue/use.c,v 1.4 1999/11/30 03:49:29 billf Exp $
34  */
35 
36 /*
37  * use.c
38  *
39  * This source herein may be modified and/or distributed by anybody who
40  * so desires, with the following restrictions:
41  *    1.)  No portion of this notice shall be removed.
42  *    2.)  Credit shall not be taken for the creation of this source.
43  *    3.)  This code is not to be traded, sold, or used for personal
44  *         gain or profit.
45  *
46  */
47 
48 #include "rogue.h"
49 
50 short halluc = 0;
51 short blind = 0;
52 short confused = 0;
53 short levitate = 0;
54 short haste_self = 0;
55 boolean see_invisible = 0;
56 short extra_hp = 0;
57 boolean detect_monster = 0;
58 boolean con_mon = 0;
59 const char *strange_feeling = "you have a strange feeling for a moment, then it passes";
60 
61 extern short bear_trap;
62 extern short cur_room;
63 extern long level_points[];
64 extern boolean being_held;
65 extern char *fruit, *you_can_move_again;
66 extern boolean sustain_strength;
67 
68 static const char *get_ench_color(void);
69 static void go_blind(void);
70 static void hold_monster(void);
71 static void idntfy(void);
72 static void potion_heal(boolean);
73 static void uncurse_all(void);
74 
75 void
76 quaff(void)
77 {
78 	short ch;
79 	char buf[80];
80 	object *obj;
81 
82 	ch = pack_letter("quaff what?", POTION);
83 
84 	if (ch == CANCEL) {
85 		return;
86 	}
87 	if (!(obj = get_letter_object(ch))) {
88 		message("no such item.", 0);
89 		return;
90 	}
91 	if (obj->what_is != POTION) {
92 		message("you can't drink that", 0);
93 		return;
94 	}
95 	switch(obj->which_kind) {
96 		case INCREASE_STRENGTH:
97 			message("you feel stronger now, what bulging muscles!",
98 			0);
99 			rogue.str_current++;
100 			if (rogue.str_current > rogue.str_max) {
101 				rogue.str_max = rogue.str_current;
102 			}
103 			break;
104 		case RESTORE_STRENGTH:
105 			rogue.str_current = rogue.str_max;
106 			message("this tastes great, you feel warm all over", 0);
107 			break;
108 		case HEALING:
109 			message("you begin to feel better", 0);
110 			potion_heal(0);
111 			break;
112 		case EXTRA_HEALING:
113 			message("you begin to feel much better", 0);
114 			potion_heal(1);
115 			break;
116 		case POISON:
117 			if (!sustain_strength) {
118 				rogue.str_current -= get_rand(1, 3);
119 				if (rogue.str_current < 1) {
120 					rogue.str_current = 1;
121 				}
122 			}
123 			message("you feel very sick now", 0);
124 			if (halluc) {
125 				unhallucinate();
126 			}
127 			break;
128 		case RAISE_LEVEL:
129 			rogue.exp_points = level_points[rogue.exp - 1];
130 			message("you suddenly feel much more skillful", 0);
131 			add_exp(1, 1);
132 			break;
133 		case BLINDNESS:
134 			go_blind();
135 			break;
136 		case HALLUCINATION:
137 			message("oh wow, everything seems so cosmic", 0);
138 			halluc += get_rand(500, 800);
139 			break;
140 		case DETECT_MONSTER:
141 			show_monsters();
142 			if (!(level_monsters.next_monster)) {
143 				message(strange_feeling, 0);
144 			}
145 			break;
146 		case DETECT_OBJECTS:
147 			if (level_objects.next_object) {
148 				if (!blind) {
149 					show_objects();
150 				}
151 			} else {
152 				message(strange_feeling, 0);
153 			}
154 			break;
155 		case CONFUSION:
156 			message((halluc ? "what a trippy feeling" :
157 			"you feel confused"), 0);
158 			cnfs();
159 			break;
160 		case LEVITATION:
161 			message("you start to float in the air", 0);
162 			levitate += get_rand(15, 30);
163 			bear_trap = being_held = 0;
164 			break;
165 		case HASTE_SELF:
166 			message("you feel yourself moving much faster", 0);
167 			haste_self += get_rand(11, 21);
168 			if (!(haste_self % 2)) {
169 				haste_self++;
170 			}
171 			break;
172 		case SEE_INVISIBLE:
173 			sprintf(buf, "hmm, this potion tastes like %sjuice", fruit);
174 			message(buf, 0);
175 			if (blind) {
176 				unblind();
177 			}
178 			see_invisible = 1;
179 			relight();
180 			break;
181 	}
182 	print_stats((STAT_STRENGTH | STAT_HP));
183 	if (id_potions[obj->which_kind].id_status != CALLED) {
184 		id_potions[obj->which_kind].id_status = IDENTIFIED;
185 	}
186 	vanish(obj, 1, &rogue.pack);
187 }
188 
189 void
190 read_scroll(void)
191 {
192 	short ch;
193 	object *obj;
194 	char msg[DCOLS];
195 
196 	ch = pack_letter("read what?", SCROL);
197 
198 	if (ch == CANCEL) {
199 		return;
200 	}
201 	if (!(obj = get_letter_object(ch))) {
202 		message("no such item.", 0);
203 		return;
204 	}
205 	if (obj->what_is != SCROL) {
206 		message("you can't read that", 0);
207 		return;
208 	}
209 	switch(obj->which_kind) {
210 		case SCARE_MONSTER:
211 			message("you hear a maniacal laughter in the distance",
212 			0);
213 			break;
214 		case HOLD_MONSTER:
215 			hold_monster();
216 			break;
217 		case ENCH_WEAPON:
218 			if (rogue.weapon) {
219 				if (rogue.weapon->what_is == WEAPON) {
220 					sprintf(msg, "your %sglow%s %sfor a moment",
221 					name_of(rogue.weapon),
222 					((rogue.weapon->quantity <= 1) ? "s" : ""),
223 					get_ench_color());
224 					message(msg, 0);
225 					if (coin_toss()) {
226 						rogue.weapon->hit_enchant++;
227 					} else {
228 						rogue.weapon->d_enchant++;
229 					}
230 				}
231 				rogue.weapon->is_cursed = 0;
232 			} else {
233 				message("your hands tingle", 0);
234 			}
235 			break;
236 		case ENCH_ARMOR:
237 			if (rogue.armor) {
238 				sprintf(msg, "your armor glows %sfor a moment",
239 				get_ench_color());
240 				message(msg, 0);
241 				rogue.armor->d_enchant++;
242 				rogue.armor->is_cursed = 0;
243 				print_stats(STAT_ARMOR);
244 			} else {
245 				message("your skin crawls", 0);
246 			}
247 			break;
248 		case IDENTIFY:
249 			message("this is a scroll of identify", 0);
250 			obj->identified = 1;
251 			id_scrolls[obj->which_kind].id_status = IDENTIFIED;
252 			idntfy();
253 			break;
254 		case TELEPORT:
255 			tele();
256 			break;
257 		case SLEEP:
258 			message("you fall asleep", 0);
259 			take_a_nap();
260 			break;
261 		case PROTECT_ARMOR:
262 			if (rogue.armor) {
263 				message( "your armor is covered by a shimmering gold shield",0);
264 				rogue.armor->is_protected = 1;
265 				rogue.armor->is_cursed = 0;
266 			} else {
267 				message("your acne seems to have disappeared", 0);
268 			}
269 			break;
270 		case REMOVE_CURSE:
271 				message((!halluc) ?
272 					"you feel as though someone is watching over you" :
273 					"you feel in touch with the universal oneness", 0);
274 			uncurse_all();
275 			break;
276 		case CREATE_MONSTER:
277 			create_monster();
278 			break;
279 		case AGGRAVATE_MONSTER:
280 			aggravate();
281 			break;
282 		case MAGIC_MAPPING:
283 			message("this scroll seems to have a map on it", 0);
284 			draw_magic_map();
285 			break;
286 		case CON_MON:
287 			con_mon = 1;
288 			sprintf(msg, "your hands glow %sfor a moment", get_ench_color());
289 			message(msg, 0);
290 			break;
291 	}
292 	if (id_scrolls[obj->which_kind].id_status != CALLED) {
293 		id_scrolls[obj->which_kind].id_status = IDENTIFIED;
294 	}
295 	vanish(obj, (obj->which_kind != SLEEP), &rogue.pack);
296 }
297 
298 /* vanish() does NOT handle a quiver of weapons with more than one
299  *  arrow (or whatever) in the quiver.  It will only decrement the count.
300  */
301 
302 void
303 vanish(object *obj, short rm, object *pack)
304 {
305 	if (obj->quantity > 1) {
306 		obj->quantity--;
307 	} else {
308 		if (obj->in_use_flags & BEING_WIELDED) {
309 			unwield(obj);
310 		} else if (obj->in_use_flags & BEING_WORN) {
311 			unwear(obj);
312 		} else if (obj->in_use_flags & ON_EITHER_HAND) {
313 			un_put_on(obj);
314 		}
315 		take_from_pack(obj, pack);
316 		free_object(obj);
317 	}
318 	if (rm) {
319 		reg_move();
320 	}
321 }
322 
323 static void
324 potion_heal(boolean extra)
325 {
326 	float ratio;
327 	short add;
328 
329 	rogue.hp_current += rogue.exp;
330 
331 	ratio = ((float)rogue.hp_current) / rogue.hp_max;
332 
333 	if (ratio >= 1.00) {
334 		rogue.hp_max += (extra ? 2 : 1);
335 		extra_hp += (extra ? 2 : 1);
336 		rogue.hp_current = rogue.hp_max;
337 	} else if (ratio >= 0.90) {
338 		rogue.hp_max += (extra ? 1 : 0);
339 		extra_hp += (extra ? 1 : 0);
340 		rogue.hp_current = rogue.hp_max;
341 	} else {
342 		if (ratio < 0.33) {
343 			ratio = 0.33;
344 		}
345 		if (extra) {
346 			ratio += ratio;
347 		}
348 		add = (short)(ratio * ((float)rogue.hp_max - rogue.hp_current));
349 		rogue.hp_current += add;
350 		if (rogue.hp_current > rogue.hp_max) {
351 			rogue.hp_current = rogue.hp_max;
352 		}
353 	}
354 	if (blind) {
355 		unblind();
356 	}
357 	if (confused && extra) {
358 		unconfuse();
359 	} else if (confused) {
360 		confused = (confused / 2) + 1;
361 	}
362 	if (halluc && extra) {
363 		unhallucinate();
364 	} else if (halluc) {
365 		halluc = (halluc / 2) + 1;
366 	}
367 }
368 
369 static void
370 idntfy(void)
371 {
372 	short ch;
373 	object *obj;
374 	struct id *id_table;
375 	char desc[DCOLS];
376 AGAIN:
377 	ch = pack_letter("what would you like to identify?", ALL_OBJECTS);
378 
379 	if (ch == CANCEL) {
380 		return;
381 	}
382 	if (!(obj = get_letter_object(ch))) {
383 		message("no such item, try again", 0);
384 		message("", 0);
385 		check_message();
386 		goto AGAIN;
387 	}
388 	obj->identified = 1;
389 	if (obj->what_is & (SCROL | POTION | WEAPON | ARMOR | WAND | RING)) {
390 		id_table = get_id_table(obj);
391 		id_table[obj->which_kind].id_status = IDENTIFIED;
392 	}
393 	get_desc(obj, desc);
394 	message(desc, 0);
395 }
396 
397 void
398 eat(void)
399 {
400 	short ch;
401 	short moves;
402 	object *obj;
403 	char buf[70];
404 
405 	ch = pack_letter("eat what?", FOOD);
406 
407 	if (ch == CANCEL) {
408 		return;
409 	}
410 	if (!(obj = get_letter_object(ch))) {
411 		message("no such item.", 0);
412 		return;
413 	}
414 	if (obj->what_is != FOOD) {
415 		message("you can't eat that", 0);
416 		return;
417 	}
418 	if ((obj->which_kind == FRUIT) || rand_percent(60)) {
419 		moves = get_rand(950, 1150);
420 		if (obj->which_kind == RATION) {
421 			message("yum, that tasted good", 0);
422 		} else {
423 			sprintf(buf, "my, that was a yummy %s", fruit);
424 			message(buf, 0);
425 		}
426 	} else {
427 		moves = get_rand(750, 950);
428 		message("yuk, that food tasted awful", 0);
429 		add_exp(2, 1);
430 	}
431 	rogue.moves_left /= 3;
432 	rogue.moves_left += moves;
433 	hunger_str[0] = 0;
434 	print_stats(STAT_HUNGER);
435 
436 	vanish(obj, 1, &rogue.pack);
437 }
438 
439 static void
440 hold_monster(void)
441 {
442 	short i, j;
443 	short mcount = 0;
444 	object *monster;
445 	short row, col;
446 
447 	for (i = -2; i <= 2; i++) {
448 		for (j = -2; j <= 2; j++) {
449 			row = rogue.row + i;
450 			col = rogue.col + j;
451 			if ((row < MIN_ROW) || (row > (DROWS-2)) || (col < 0) ||
452 				 (col > (DCOLS-1))) {
453 				continue;
454 			}
455 			if (dungeon[row][col] & MONSTER) {
456 				monster = object_at(&level_monsters, row, col);
457 				monster->m_flags |= ASLEEP;
458 				monster->m_flags &= (~WAKENS);
459 				mcount++;
460 			}
461 		}
462 	}
463 	if (mcount == 0) {
464 		message("you feel a strange sense of loss", 0);
465 	} else if (mcount == 1) {
466 		message("the monster freezes", 0);
467 	} else {
468 		message("the monsters around you freeze", 0);
469 	}
470 }
471 
472 void
473 tele(void)
474 {
475 	mvaddch(rogue.row, rogue.col, get_dungeon_char(rogue.row, rogue.col));
476 
477 	if (cur_room >= 0) {
478 		darken_room(cur_room);
479 	}
480 	put_player(get_room_number(rogue.row, rogue.col));
481 	being_held = 0;
482 	bear_trap = 0;
483 }
484 
485 void
486 hallucinate(void)
487 {
488 	object *obj, *monster;
489 	short ch;
490 
491 	if (blind) return;
492 
493 	obj = level_objects.next_object;
494 
495 	while (obj) {
496 		ch = mvinch(obj->row, obj->col);
497 		if (((ch < 'A') || (ch > 'Z')) &&
498 		    ((obj->row != rogue.row) || (obj->col != rogue.col)))
499 		{
500 			if ((ch != ' ') && (ch != '.') && (ch != '#') &&
501 			    (ch != '+'))
502 			{
503 				addch(gr_obj_char());
504 			}
505 		}
506 		obj = obj->next_object;
507 	}
508 	monster = level_monsters.next_monster;
509 
510 	while (monster) {
511 		ch = mvinch(monster->row, monster->col);
512 		if ((ch >= 'A') && (ch <= 'Z')) {
513 			addch(get_rand('A', 'Z'));
514 		}
515 		monster = monster->next_monster;
516 	}
517 }
518 
519 void
520 unhallucinate(void)
521 {
522 	halluc = 0;
523 	relight();
524 	message("everything looks SO boring now", 1);
525 }
526 
527 void
528 unblind(void)
529 {
530 	blind = 0;
531 	message("the veil of darkness lifts", 1);
532 	relight();
533 	if (halluc) {
534 		hallucinate();
535 	}
536 	if (detect_monster) {
537 		show_monsters();
538 	}
539 }
540 
541 void
542 relight(void)
543 {
544 	if (cur_room == PASSAGE) {
545 		light_passage(rogue.row, rogue.col);
546 	} else {
547 		light_up_room(cur_room);
548 	}
549 	mvaddch(rogue.row, rogue.col, rogue.fchar);
550 }
551 
552 void
553 take_a_nap(void)
554 {
555 	short i;
556 
557 	i = get_rand(2, 5);
558 	md_sleep(1);
559 
560 	while (i--) {
561 		mv_mons();
562 	}
563 	md_sleep(1);
564 	message(you_can_move_again, 0);
565 }
566 
567 static void
568 go_blind(void)
569 {
570 	short i, j;
571 
572 	if (!blind) {
573 		message("a cloak of darkness falls around you", 0);
574 	}
575 	blind += get_rand(500, 800);
576 
577 	if (detect_monster) {
578 		object *monster;
579 
580 		monster = level_monsters.next_monster;
581 
582 		while (monster) {
583 			mvaddch(monster->row, monster->col, monster->trail_char);
584 			monster = monster->next_monster;
585 		}
586 	}
587 	if (cur_room >= 0) {
588 		for (i = rooms[cur_room].top_row + 1;
589 			 i < rooms[cur_room].bottom_row; i++) {
590 			for (j = rooms[cur_room].left_col + 1;
591 				 j < rooms[cur_room].right_col; j++) {
592 				mvaddch(i, j, ' ');
593 			}
594 		}
595 	}
596 	mvaddch(rogue.row, rogue.col, rogue.fchar);
597 }
598 
599 static const char *
600 get_ench_color(void)
601 {
602 	if (halluc) {
603 		return(id_potions[get_rand(0, POTIONS-1)].title);
604 	} else if (con_mon) {
605 		return("red ");
606 	}
607 	return("blue ");
608 }
609 
610 void
611 cnfs(void)
612 {
613 	confused += get_rand(12, 22);
614 }
615 
616 void
617 unconfuse(void)
618 {
619 	char msg[80];
620 
621 	confused = 0;
622 	sprintf(msg, "you feel less %s now", (halluc ? "trippy" : "confused"));
623 	message(msg, 1);
624 }
625 
626 static void
627 uncurse_all(void)
628 {
629 	object *obj;
630 
631 	obj = rogue.pack.next_object;
632 
633 	while (obj) {
634 		obj->is_cursed = 0;
635 		obj = obj->next_object;
636 	}
637 }
638